![]() We are using UMA, so we've gone through all the existing textures and reduced them as the memory profiler was showing texture usage at well over 5 gigs at 1st. Our team is running into an issue while optimizing our project for release on iOS / Android. I've created a thread in the unity support forum, but I'll copy the text here as well in case anyone active in this thread might have some insight. Still running into a problem with memory profiling. Is there some step that I forgot to take into consideration, or have I in some way misinterpreted the way I'm supposed to work with asset bundles with UMA? When I attempt to call SetSlot as described above, the Unity editor crashes without any stack trace. Removing the aforementioned overlay, slot and recipe from the global library to ensure that UMA loads the assets from the asset bundle.ĥ. Checking the "Dynamically add from AssetBundles" on the following UMA_DCS child objects DynamicSlotLibrary, DynamicOverlayLibrary and DynamicCharacterSystem.Ĥ. Building asset bundles using the UMA Asset Bundle managerģ. Assigning the folder to an asset bundle.Ģ. Perhaps I'm doing this wrong, but I've performed the following steps:ġ. My aim is to apply this wardrobe recipe on the character using the SetSlot(string Slotname, string Recipename) function without having the recipe in the global library, and purposefully forcing UMA to load it from the relevant asset bundle instead. ![]() I have a folder containing a wardrobe recipe, the corresponding overlay, slot and relevant textures. I'm currently investigating the use of UMA assetbundles for my project and am currently following the instructions in the UMA AssetBundles manual.
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